package com.gzc.just.play.last.war.sceneserver.benchmark;

import org.junit.jupiter.api.BeforeEach;
import org.junit.jupiter.api.Test;
import org.openjdk.jmh.annotations.*;
import org.openjdk.jmh.runner.Runner;
import org.openjdk.jmh.runner.RunnerException;
import org.openjdk.jmh.runner.options.Options;
import org.openjdk.jmh.runner.options.OptionsBuilder;

import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.TimeUnit;

import static org.junit.jupiter.api.Assertions.*;

/**
 * 技能执行性能基准测试
 * 
 * 测试目标:
 * - 技能执行: 1,000 ops/sec
 * - 平均延迟: < 1ms
 * - 99% 延迟: < 5ms
 */
@BenchmarkMode(Mode.Throughput)
@OutputTimeUnit(TimeUnit.SECONDS)
@State(Scope.Thread)
@Warmup(iterations = 3, time = 1, timeUnit = TimeUnit.SECONDS)
@Measurement(iterations = 5, time = 1, timeUnit = TimeUnit.SECONDS)
@Fork(value = 1)
public class SkillExecutionBenchmark {
    
    private Random random = new Random();
    private Map<Integer, Long> skillCooldowns = new ConcurrentHashMap<>();
    private Map<Integer, Skill> availableSkills = new HashMap<>();
    private Player player;
    private Target target;
    
    @BeforeEach
    public void setup() {
        // 初始化玩家
        player = new Player(1001, "TestPlayer", 50, 1000, 500);
        
        // 初始化目标
        target = new Target(2001, "TestTarget", 45, 800);
        
        // 初始化技能
        for (int i = 1; i <= 10; i++) {
            Skill skill = new Skill(
                i, 
                "Skill" + i, 
                100 + i * 50, // 伤害
                2000 + i * 1000, // 冷却时间 (ms)
                50 + i * 10, // 魔法消耗
                i * 5 // 施法范围
            );
            availableSkills.put(i, skill);
        }
        
        // 设置一些技能冷却
        long currentTime = System.currentTimeMillis();
        for (int i = 1; i <= 3; i++) {
            skillCooldowns.put(i, currentTime + (i * 1000));
        }
    }
    
    @Benchmark
    public boolean benchmarkSkillCooldownCheck() {
        // 技能冷却检查
        int skillId = random.nextInt(10) + 1;
        Long cooldown = skillCooldowns.get(skillId);
        
        if (cooldown == null) {
            return true; // 无冷却
        }
        
        long currentTime = System.currentTimeMillis();
        return currentTime >= cooldown;
    }
    
    @Benchmark
    public boolean benchmarkSkillRequirementCheck() {
        // 技能施放要求检查
        int skillId = random.nextInt(10) + 1;
        Skill skill = availableSkills.get(skillId);
        
        // 检查魔法值
        boolean hasMana = player.currentMana >= skill.manaCost;
        
        // 检查目标距离
        boolean inRange = calculateDistance(player, target) <= skill.castRange;
        
        // 检查冷却
        boolean notInCooldown = benchmarkSkillCooldownCheck();
        
        return hasMana && inRange && notInCooldown;
    }
    
    private int calculateDistance(Player player, Target target) {
        // 简化的距离计算
        return random.nextInt(10); // 0-9 的距离
    }
    
    @Benchmark
    public int benchmarkSkillDamageCalculation() {
        // 技能伤害计算
        int skillId = random.nextInt(10) + 1;
        Skill skill = availableSkills.get(skillId);
        
        // 基础伤害 + 随机浮动
        int damage = skill.baseDamage + random.nextInt(50) - 25;
        
        // 考虑玩家等级差
        int levelDiff = player.level - target.level;
        damage += levelDiff * 5;
        
        return Math.max(1, damage);
    }
    
    @Benchmark
    public void benchmarkSkillExecution() {
        // 技能执行
        int skillId = random.nextInt(10) + 1;
        
        if (benchmarkSkillRequirementCheck()) {
            // 消耗魔法
            Skill skill = availableSkills.get(skillId);
            player.currentMana -= skill.manaCost;
            
            // 设置冷却
            long currentTime = System.currentTimeMillis();
            skillCooldowns.put(skillId, currentTime + skill.cooldownTime);
            
            // 计算伤害
            int damage = benchmarkSkillDamageCalculation();
            target.currentHealth -= damage;
            
            // 确保目标不会死亡
            if (target.currentHealth < 0) {
                target.currentHealth = 0;
            }
        }
    }
    
    @Benchmark
    public List<Integer> benchmarkSkillChainExecution() {
        // 技能链执行
        List<Integer> executedSkills = new ArrayList<>();
        
        // 尝试执行技能链（1->2->3）
        for (int skillId = 1; skillId <= 3; skillId++) {
            if (benchmarkSkillRequirementCheck()) {
                benchmarkSkillExecution();
                executedSkills.add(skillId);
            }
        }
        
        return executedSkills;
    }
    
    @Benchmark
    public void benchmarkMultipleSkillExecution() {
        // 多技能执行
        int skillCount = random.nextInt(3) + 1; // 1-3个技能
        
        for (int i = 0; i < skillCount; i++) {
            benchmarkSkillExecution();
        }
    }
    
    @Benchmark
    public Map<Integer, Long> benchmarkCooldownUpdate() {
        // 冷却时间更新
        long currentTime = System.currentTimeMillis();
        Map<Integer, Long> expiredSkills = new HashMap<>();
        
        Iterator<Map.Entry<Integer, Long>> iterator = skillCooldowns.entrySet().iterator();
        while (iterator.hasNext()) {
            Map.Entry<Integer, Long> entry = iterator.next();
            if (entry.getValue() <= currentTime) {
                expiredSkills.put(entry.getKey(), entry.getValue());
                iterator.remove(); // 移除已过期的冷却
            }
        }
        
        return expiredSkills;
    }
    
    @Benchmark
    public boolean benchmarkComboSkillCheck() {
        // 连击技能检查
        // 简化版本：检查是否有最近的技能执行记录
        return random.nextBoolean(); // 50%概率形成连击
    }
    
    // 简化的内部类
    private static class Player {
        int id;
        String name;
        int level;
        int maxHealth;
        int currentHealth;
        int maxMana;
        int currentMana;
        
        public Player(int id, String name, int level, int maxHealth, int maxMana) {
            this.id = id;
            this.name = name;
            this.level = level;
            this.maxHealth = maxHealth;
            this.currentHealth = maxHealth;
            this.maxMana = maxMana;
            this.currentMana = maxMana;
        }
    }
    
    private static class Target {
        int id;
        String name;
        int level;
        int currentHealth;
        
        public Target(int id, String name, int level, int currentHealth) {
            this.id = id;
            this.name = name;
            this.level = level;
            this.currentHealth = currentHealth;
        }
    }
    
    private static class Skill {
        int id;
        String name;
        int baseDamage;
        long cooldownTime;
        int manaCost;
        int castRange;
        
        public Skill(int id, String name, int baseDamage, long cooldownTime, int manaCost, int castRange) {
            this.id = id;
            this.name = name;
            this.baseDamage = baseDamage;
            this.cooldownTime = cooldownTime;
            this.manaCost = manaCost;
            this.castRange = castRange;
        }
    }
    
    /**
     * JUnit 测试方法 - 验证基准测试是否可以正常工作
     */
    @Test
    public void testSkillExecutionSetup() {
        // 测试设置是否正确
        assertNotNull(player, "Player should not be null");
        assertNotNull(target, "Target should not be null");
        assertNotNull(availableSkills, "Available skills should not be null");
        assertFalse(availableSkills.isEmpty(), "Available skills should not be empty");
        
        // 测试方法可以正常运行
        boolean canExecute = benchmarkSkillRequirementCheck();
        benchmarkSkillCooldownCheck();
        
        int damage = benchmarkSkillDamageCalculation();
        assertTrue(damage > 0, "Skill damage should be positive");
        
        // 测试技能执行
        int initialHealth = target.currentHealth;
        benchmarkSkillExecution();
        assertTrue(target.currentHealth <= initialHealth, "Target health should not increase after skill execution");
    }
    
    /**
     * JUnit 测试方法 - 验证基准测试方法的性能
     */
    @Test
    public void testSkillExecutionPerformance() {
        // 初始化测试数据
        setup();
        
        // 测试技能冷却检查性能
        long startTime = System.nanoTime();
        for (int i = 0; i < 1000; i++) {
            benchmarkSkillCooldownCheck();
        }
        long duration = System.nanoTime() - startTime;
        
        // 验证在合理时间内完成（1秒内）
        assertTrue(duration < 1_000_000_000L, 
            "Skill cooldown check should complete within 1 second");
        
        // 测试技能执行性能
        startTime = System.nanoTime();
        for (int i = 0; i < 100; i++) { // 执行次数少一些，因为执行更复杂
            benchmarkSkillExecution();
        }
        duration = System.nanoTime() - startTime;
        
        // 验证在合理时间内完成（1秒内）
        assertTrue(duration < 1_000_000_000L, 
            "Skill execution should complete within 1 second");
    }
}